This is a complete episode 2 replacement for
DOOM.
It's a compilation of all my previously released
Shores of Hell themed pwads. I haven't just
settled on compiling them into one pwad and leaving
it at that. Instead each map has been through hours
and hours of either adjusting or complete revamping
in DoomBuilder to make them stand out as fresh,
new maps that will hopefully give players a solid
and fun gaming experience - even for those of you,
who've played these maps before. I've been just as
serious about this release as all my prior releases
and I really hope it shows.

The episode features a new statbar, a stunning palette,
awesome midi tracks by some of the community's finest
and a couple of new sounds. I got a lot of constructive
critism during open beta playtesting from some really
friendly and helpful people to make this one of the most
polished wads I've ever released! Cheers, guys!
I thoroughly enjoyed putting this episode together
and I hope you will enjoy playing it!

This map was originally
meant to be a replacement for one of the episode 3 maps
of the 2002 A Doom Odyssey 10 year anniversary edition.
But I was way too slow to build it, so it did not get
included.
It then lingered on my harddrive for some time, when I
decided that it could be included in a complete epsiode
3 replacement which I would try my luck with. After 2&frac12
maps I ran out of inspiration and ideas. But what little
I had made was at least too good to be scratched, so I
stitched them together, added a stunning new sky, a new
midi track by Paul Corfiatis and tweaked the hell out of
it!
It's good map for the casual player, not for those who seek
complete blood and carnage. Its not my best work, but I
am actually pretty pleased with it despite its complex
history. It has been tested with numerous sourceports without
noticeable problems. It's not vanilla compatible, but almost.
Enjoy!

I can sum up this
map pretty fast: A return to old school Doom
action!
The goal was simply to make a small to medium
sized map with great action, fast paced
gameplay, puzzles, traps, a hard pumped midi
track and a short no-bullshit title!
Ingredients that I feel are so important to
good Doom 2 gaming experience.
If you haven't guessed it already, this map is
more about a fun experience for the gamer than
catering to the eye. Sure it looks good, but I
tried to focus more on entertaining the player
through an trip back to the day when Dooming
was.... Doom!

Like any good
employee I have installed DB at work and so
when I get bored I do a little editing. This
little level is a product of boredom at work
over the last few months. It's nothing
spectacular... at all. It's just a short
episode 1 style level, which started out as
doodles and ended up as playable.

In the outermost
regions of UAC's space lies severeal
settlements with scientists, soldiers and
families. All contact was lost to them 13 hours
ago and with all conclusions pointing towards a
hell-spawn overtaking, the military has sent
their best man to do what he does best: Total
elimination of the threat.

This is a remake
of one of my really early levels. I always
considered it as my first really good level and
I felt that it needed a revival. This level
uses a texture pack by Chris Buecheler which I
used on my Flay The Obscene Episode 4. It's
full name is "CWB Texture Pack 5 for Doom2".
The level itself forces the player to use some
teleports in one main area to reach other areas
to find switches and keys. You will backtrack
to some extent, but I have tried to not make it
too tedious. The level was intended to be a
good mix of action and puzzles wrapped up in
good looks! I think this is my first released
level that requires a specific sourceport,
namely zDoom or gzDoom.

I first started
this map perhaps 2 years ago. I then decided to
finally finish it and so I did within a month.
It has a distinct episode 1 feel to it, however
I did not use the same strict rules with this
map as I did when making the CH Retro Episode.
The environments are a bit different and
should, despite the fact that I was a bit rusty
at making maps, still be rather pleasing to the
eye while still posing a good challenge.
Perhaps even a bit harder as I think I slipped
a couple of cacodemons in there!

After having
warmed up with "High/Low 1" I felt like
returning to a style too few wad authors touch:
Namely the episode 2 style! I only wish I had
made more E2 maps because it really appeals to
me and I always feel like there is a lot more
room for certain tricks and traps in these
maps. There is of course also the artistic
challenge of trying to make sense of a map that
seems so messy in all those different textures.
I find that challenging and very rewarding when
you succeed. Which I think you will agree with
me that I have with this level. It might not be
"Rip it, Tear It, Smash it!" but it is damn
close! Enjoy!

The series
continues with this episode 3 themed level.
There is not really that much to say other than
I like this level a lot. It didnt quite turn
out as Hell like as I had hoped for, but
instead I got this really nice weird
environment that is very unique. But dont
misunderstand me: This level is dark, evil and
red hot!

High/Low 4 has
quite a history. Before becoming a part of this
series, it started life way back in 2000, I
think, as a Flay The Obscene level. Then I
joined Doom Millenium and it became a part of
that. But since that never got released, this
level just faided into the lost corners of my
harddrive. It survived until this date when it
has now been completely revamped and has
undergone a lot of changes with new areas, a
new route through it and all the textures/flats
changed. I have changed so many things that I
might as well have built it from scratch :) So,
yes, technically it is a bit old, but together
with all the changes I have made, then you
actually get the best of both worlds and I
promise you a cool experience!

This map marks
the end for the High/Low series. Where the
other maps are for Ult. Doom, this map is for
Doom II. I originally intented for there to be
more Doom II styled maps in the series, but I
realised that since I used years on building
this one I probably wouldn't be able to keep
that promise. So, instead I searched my memory
for what I believe are the most iconic Doom II
elements in the entire game and merged it all
into one, big and glorious map!
The map is very puzzle-centric and to some
degree not very linear. It's quite big, so
explorers might find themselves lost at times.
But it's by no means impossible and I am
confident that even players who are not a fan
of big levels will find this one very
enjoyable. I for one am very proud of this
level and it is definitely one of the best I
have ever made. Anyway, I'll let you be the
judge of that, so if you are ready then hit
download link below! Enjoy.

This was
originally intended as map04 in a Doom II
interpretation of Doom project named
Doom:Enigma. It died and so this level
survived. Here, a long time after it was made,
I decided to release it after a couple of minor
corrections.

The funny thing
about this level is the fact that it is made in
the episode 1 style, but runs with Doom II. If
I have to say so myself, I have succeeded in
creating an episode 1 level under Doom II with
good results from having only Doom II
graphics.

Gameplay wise it
is very interesting as there are only weaker
enemies and weaponry. However, the regular foes
stands stronger with the addition of
Chaingunners, so be careful or this medium
sized level will get your trigger finger
bloody!

It features a wide
selection of texture and flats combinations which
brings back memories to the original game, yet
still manages to be far more unique. The level of
detail is much higher and although a bit linear it
will still challenge the player' sense of direction
as he must find all three keys and travel back and
forth in the level. The level of difficulty is hard
to say, however generally it must be considered
hard as one particularly weapon is missing. There
is a variety of powerups to be found and plenty of
secret areas to help the player come out
victorious.

Do not hesitate to
download this level! While not my best work it
stille features my regular level of quality.

With this level I had
the vision of simply creating a level which is free
from clutter and mindless detail. The working title
was No Bullshit.

So, if there is not
really that much detail and it looks like a map I
made in 2001, then what is so good about it!? Well,
the fun in this level is definitely in the
gameplay. There's a good variety of monsters which
attacks you in all kinds of ways. But the real show
stealer is in the way you progress! The level is
full of trigger effects so the architecture changes
a lot. This gives the player the illusion that he
is playing a much bigger level but in reality, the
level isn't that big. He just keeps coming back to
the same places which changes as he progress. It's
something I feel is very Doom like and some new
level designers forget this while making good
looking hallways that is really just a beautiful
setting for a boring gameplay. This level tries to
be the exact opposite. I'll let you be the judge if
I have succeeded, so download it now and enjoy some
good, oldschool Dooming!

This
is without a doubt the biggest level I have ever
made. It is huge and very complex. The texture
scheme is very depressive and consists only of
brown, grey, green and orange textures and flats
with a bit of metal thrown in as well.

Gameplay wise you will get slaughtered. It is
Slayer like difficult, and Ultra Violence is
extremely hard to defeat. Besides the fact that you
face a lot of very different monsters, you will
also need to be very tactical and position yourself
correct during battle. If not, you will die, or
fall into an inescapable lava pit. In this level
there is no mercy.

It is
filled to the rim with hard pumped action and the
stunning atmosphere and architecture will keep you
entertained all the way through it! It is not your
regular level, it is not your average DooM
experience, it is Helpyourselfish!

After the completion of 'CH Retro
Episode' (look further down the page) I
found myself wondering if I should create a
sequel based on the 'The Shores Of Hell'
theme. I made a small level and it worked
rather good for me. It fitted me OK to do
this style. Still I wasn't quite sure
whether or not I could design an entire
episode. Half way through the second level,
I decided that I couldn't go through with
it.

So here's the two levels I did create.
Thrown together because the first map is
very small, considder it a warm-up level.
Now don't get me wrong; these are not some
second grade write-offs! These are two high
quality maps which are sure to relieve you
of your episode 2 hunger! There's not all
that many good episode 2 maps around, so be
sure not to miss these two!

There was
only rule which applied when I made this
level: Make it play, feel and look like any
of Romero's episode 1 levels in the
original Doom!

You won't
find any neat tricks of any kind in this
level. There aren't any big monsters
either. The detail level hits rock bottom!
However, "CH Retro" guarantees you a gaming
experience which is very rare these days;
the true one!

The exact
same thing applies to the episode as the
above mentioned level of the same name.
This is just an entire episode replacement
of the same Romero style goodness!
This project has won much critical praise
and is along with Helpyourselfish my best
custom pwad ever.

If you are at all a fan of Knee Deep in the
Dead then I don't think you will be
disappointed over spending a couple of
hours playing through this!

An avid Doomer
and fan of my "Rip it, Tear it, Smash it!" sent
me an e-mail praising that level. It had been
years since I had a look at it, so I fired it
up and immediately it sparked an urge in me to
make a sequel. In the end, though, I decided
that it would not use the same name, because
in some ways, it is a little different.

First of all, it's much bigger and much more
violent! And if you thought that "Rip it.."
had cramped parts and a complex layout, then
you haven't seen anything yet! This level
twists and turns and warps in all manner of
ways! It's very non-linear and the replay
value is pretty high. Yet the episode 2 style
is still very much prominent and there isn't
any fancy Boom features or anything. In fact,
you can play this monstrosity in vanilla if
can bear to look at a couple of visplane
overflows.

I had a great team of testers who also provided
me lots of good advice and help. The level
features a great midi by Jimmy and I have
created a stunning 1024 wide sky that really
adds to the atmosphere of the level yet it still
remains true to the org. episode 2 sky.

All in all, I am extremely pleased with how
this level turned out! I usually take much,
much longer to make such a complex and big
level, but here, creativity and ideas just
kept coming and I think it shows. This level
is on a personal top three of my own work.
I am very proud of this level and I hope you
enjoy it!

Flay the
Obscene is my thirteenth wad. I chose to
send it to various reviewers for them to
review. I felt that this level had the
possibility to get some high scores, and
well... I guess it did!

The level is
built mainly upon a brick and stone basis
with some variants. It has some neat
features with the monsters and it has a
small intro-level. This is the first level
of the Flay the Obscene series.

I realized
shortly after the completion of Flay the
Obscene that this level had to have a
sequel so I ultimately decided to make this
a series. This is the second level -or
third if you count in the intro level in
Flay the Obscene- and continues were Flay
the Obscene stopped. The style has not
changed although "you" are now realizing
that these creatures have technology too
which the first mission showed no proof
of.

This level
uses mostly the same brick and rock
textures as the first one, however "you"
start finding tech devises and areas. It
does not hold as much water as Flay the
Obscene, but a lot larger quantity of
monsters.

(Exclusive new version available in the
"Flay The Obscene - Compilation" further
down the page)

This is the
third instalment of the series and by the
far the best! It's filled with detail and
the attention to architectural
wonderfulness exceeds my normal maximum. I
love this level for it's diversity in
colour and scenery without ever moving away
from the overall theme. The challenge
factor is high, but it highly depends on
how you choose to kill the enemies and
when.

The most
dominant textures and flats are variants of
brick and rock. There's also some metal and
liquid textures/flats to complement that.
Unlike the other two there's no strictly
green gothic area consisting of
marble and gstone.

This map is a revamp
of the original, and first, Flay The Obscene. I made
this version for two reasons: 1) To celebrate
that the map is 15 years old and 2) It is great map,
which was the first noticeable release from me.

Instead of "just" vigourosly revamping the map
sector for sector and thing for thing, I wanted to
make it even more interesting and fresh: I had the
strange idea to reverse the level, so that the player
begins in what was originally the exit, and end the
level in what was the beginning. There was a lot of
challenges because of that, so I had to change a lot
of things! So many in fact, that I considder this
to be a fourth installment in the series, because
this level feels like a brand new adventure!

So, if you're into classic Doom II gameplay and
a pimped up 90's feel, then you do not want to miss
out on this level! It has turned better than I would
have thought and I am very, very pleased with the
result. And I think you will be too :) Enjoy!

To finish off
the "Flay The Obscene" series this final
instalment will take the players into a
play field of death and mayhem in a fast
and furious DM experience. This level has
been made without the use of any trigger
effects and is fairly large in size making
it perfect for 4+ players.

It looks like
the other Flay The Obscene levels, but
plays totally different. No one is spared
and nothing will prevent you from winning.
Flay The Obscene - DeathmatcH wraps up my
best series of independently released
levels ever with all the fear and beauty
that comes with it and which the series so
boldly exhibits.